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Month 4: April -- a new Plan!

  • Writer: Karinett
    Karinett
  • 8 hours ago
  • 2 min read

April was a wild ride. We attended Jason Della Rocca’s full day Masterclass on the Business of Game Development—then met with him the next day to discuss our studio and project plans. The feedback we got completely shifted our direction and strategy. Another piece of the What’s The Plan puzzle clicked into place.


In hindsight, this pivot feels inevitable-- it's what we've always wanted to pursue, but held off on for more practical reasons. This new direction aligns with something I'm personally very passionate about and have always been excited to explore: building social hubs where play emerges organically—spaces that feel alive, where players create their own fun.


To me, game development is ultimately about crafting sandboxes, whether or not a game is made to appear that way. We design the rules, limits, and systems; players explore them.

If this sounds vague what will players actually do here? Where’s the gameplay?— The answer -- play minigames together! I love minigames, and as a developer nothing excites me more than the idea of creating a suite of them, each with our own special What's The Plan flavor and spin.


So... What's The Plan?

  • Finish and ship Snowglobe --we're scoping this down.

  • Shift focus to a larger, more ambitious project, which incorporates many of our original (game) project plans -- but do this in all in a scalable manner. We're planning to make this experience available as soon as possible, so we can craft on-the-go with a live (early-access) player-base. More details to come soon!

Month 4

Tech

  • P4 restructuring

In-Game

  • Fixed penguin re-spawn issue (removed momentum/rotation bugs)

  • Implemented pinwheel mechanics (direction/push fixes) and spike traps

  • Fixed bug with "Next Level" button skipping levels

  • Built showcase levels for Zones 2-5 (asset/mechanic highlights)

  • Created snow/non-snow foliage variants for tile sets

  • SFX pass

Art

  • Modeled/rigged Fox/jelly characters (renders, logos)

  • Started human character modeling

  • Created spiked assets, flowers/grasses, and environmental props

  • Penguin rigging/weighting

  • Polished lighting and bloom effects

  • HUD UI pass

Business

  • Bank/accounting work

  • Business cards and stickers

  • Steam developer account setup

  • Attended Business Masterclass

  • Set up slide template, pitch deck, project timeline and budget breakdown sheets

  • Did our first pitch-- learned a lot, got valuable feedback

  • Business strategy/game direction rework

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